/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef SC_FOLLOWERAI_H
#define SC_FOLLOWERAI_H

#include "ScriptSystem.h"

enum eFollowState
{
    STATE_FOLLOW_NONE       = 0x000,
    STATE_FOLLOW_INPROGRESS = 0x001,                        //must always have this state for any follow
    STATE_FOLLOW_RETURNING  = 0x002,                        //when returning to combat start after being in combat
    STATE_FOLLOW_PAUSED     = 0x004,                        //disables following
    STATE_FOLLOW_COMPLETE   = 0x008,                        //follow is completed and may end
    STATE_FOLLOW_PREEVENT   = 0x010,                        //not implemented (allow pre event to run, before follow is initiated)
    STATE_FOLLOW_POSTEVENT  = 0x020                         //can be set at complete and allow post event to run
};

class FollowerAI : public ScriptedAI
{
public:
    explicit FollowerAI(Creature* pCreature);
    ~FollowerAI() { }

    //virtual void WaypointReached(uint32 uiPointId) = 0;

    void MovementInform(uint32 uiMotionType, uint32 uiPointId);

    void AttackStart(Unit*);

    void MoveInLineOfSight(Unit*);

    void EnterEvadeMode();

    void JustDied(Unit*);

    void JustRespawned();

    void UpdateAI(const uint32);                        //the "internal" update, calls UpdateFollowerAI()
    virtual void UpdateFollowerAI(const uint32);        //used when it's needed to add code in update (abilities, scripted events, etc)

    void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);

    void SetFollowPaused(bool bPaused);                 //if special event require follow mode to hold/resume during the follow
    void SetFollowComplete(bool bWithEndEvent = false);

    bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }

protected:
    Player* GetLeaderForFollower();

private:
    void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
    void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }

    bool AssistPlayerInCombat(Unit* pWho);

    uint64 m_uiLeaderGUID;
    uint32 m_uiUpdateFollowTimer;
    uint32 m_uiFollowState;

    const Quest* m_pQuestForFollow;                     //normally we have a quest
};

#endif
